NebulaFlare Posted October 16, 2016 Posted October 16, 2016 I miss Mutiny. It was one of my favorite round types, and I'm sad it got removed. I'd defend it and say it was a good round type, if it was done right. It needs work, and it's got potential to bring out some true chaotic fun. 1. One of the main gripes was the unbelievable objectives. There was this thread that came up with better alternatives: https://forums.aurorastation.org/viewtopic.php?f=18&t=2212&hilit=mutiny+objectives To list a few: a. A war has been declared between [sol/Jargon/Frontier/Synths/etc.] and Tau Ceti. Our station is tasked in constructing Gygax and Durands. re-assign all service and non-human/non-skrell personnel to mining duties, have research produce strictly military-grade weapons. If a xeno species hail from the mentioned star system, ensure they are loyal to NT by whatever means necessary. b. A ship has been detected within the station's sector, before disappearing. It is believed that the ship is carrying a crew of highly trained agents who are to infiltrate the station, and pose as regular crewmembers - become sleeper agents. Find out who these people are, interrogate and do whatever means necessary (implant, for example) to ensure loyalty to NT. c. Due to constant Mendell Rioting, the station is now in a permanent code red. Security may do as they wish to secure the site. d. NT approves of PRA-styled government, and will transform the station to promote communism. A specialized lawset will be uploaded to the AI, and pro-NT propaganda will be broadcasted. Those that rebel will be ousted by security in a secret-police fashion, and 're-educated' accordingly. 2. One of the main gripes was the necessity of a captain to take up the role. To cover this, I'd like to suggest a formal meeting by the heads, and they elect one person to be captain, if no captain is available. This means there only needs to be one loyalist, and one mutineer - two heads of staff at minimum. A box will spawn in the captain's office with the secret code for the newly promoted captain, instead of a captain spawning with their necessary stuff. Included in that box is the code and the implant. The objective will be faxed to the bridge. Discuss. What else can we do to make mutiny better?
LordFowl Posted October 16, 2016 Posted October 16, 2016 The entire point of Mutiny is the authenticity of the order's is left ambiguous, preventing there from being any clear force in the right. Almost every one of these mandates you have provided is: A) Uncontroversial or B) Unambiguous.
Guest Posted October 17, 2016 Posted October 17, 2016 The entire point of Mutiny is the authenticity of the order's is left ambiguous, preventing there from being any clear force in the right. Almost every one of these mandates you have provided is:A) Uncontroversial or B) Unambiguous. Which was kind of why Mutiny sucked in the first place. It wasn't that enjoyable compared to the current rev right now.
The Stryker Posted October 17, 2016 Posted October 17, 2016 I honestly want mutiny back, but the main problem is that all of your scenarios can be dealt with loyalty implants. Maybe you can mix them up with the old ones.
Alberyk Posted October 17, 2016 Posted October 17, 2016 New rev is nearly the same, however, unlike the pre-defined situations that we had, this one is open which is far more interesting rp-wise than the same old, and silly, situations of before.
Recommended Posts